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楼主: bluesky7290

游戏服务端客户端架构问题....

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发表于 2012-9-8 00:55:00 | 显示全部楼层

Re:游戏服务端客户端架构问题....

你想想网游有卡怪卡技能的情况就知道逻辑是在什么地方做了
寻路这些因为不影响游戏平衡也不影响其他玩家而且基本是固定逻辑(即使有动态物体挡道)当然是放在客户端了

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发表于 2012-9-8 10:28:00 | 显示全部楼层

Re:游戏服务端客户端架构问题....

哦哦,原来讨论的内容是这些。。。。。

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发表于 2012-9-11 16:42:00 | 显示全部楼层

Re:游戏服务端客户端架构问题....

lz做了就会了解了

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发表于 2012-9-12 09:24:00 | 显示全部楼层

Re:游戏服务端客户端架构问题....

太没营养了?小林不来点干货?

这个论坛讨论技术也太业余了.

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发表于 2012-9-14 00:08:00 | 显示全部楼层

Re:游戏服务端客户端架构问题....

[ Team LiB ]   


   
•  Table of Contents
•  Index
Core Techniques and Algorithms in Game Programming
By Daniel Sánchez-Crespo Dalmau
   
Publisher : New Riders Publishing
Pub Date : September 08, 2003
ISBN : 0-1310-2009-9
Pages : 888



     Copyright
     About the Author
     About the Technical Reviewer
     Acknowledgments
     Tell Us What You Think
     Introduction
        What You Will Learn
        What You Need to Know
        How This Book Is Organized
        Conventions

     Chapter 1.  A Chronology of Game Programming
        Phase I: Before Spacewar
        Phase II: Spacewar to Atari
        Phase III: Game Consoles and Personal Computers
        Phase IV: Shakedown and Consolidation
        Phase V: The Advent of the Game Engine
        Phase VI: The Handheld Revolution
        Phase VII: The Cellular Phenomenon
        Phase VIII: Multiplayer Games
        In Closing

     Chapter 2.  Game Architecture
        Real-Time Software
        The Game Logic Section
        The Presentation Section
        The Programming Process
        In Closing

     Chapter 3.  Data Structures and Algorithms
        Types, Structures, and Classes
        Data Structures
        The Standard Template Library
        In Closing

     Chapter 4.  Design Patterns
        Design Patterns Defined
        Some Useful Programming Patterns
        Usability Patterns
        In Closing

     Chapter 5.  User Input
        The Keyboard
        Mouse
        Joysticks
        Hardware Abstraction
        Force Feedback
        In Closing

     Chapter 6.  Fundamental AI Technologies
        Context
        Structure of an AI System
        Specific Technologies
        In Closing

     Chapter 7.  Action-Oriented AI
        On Action Games
        Choreographed AIs
        Object Tracking
        Chasing
        Evasion
        Patrolling
        Hiding and Taking Cover
        Shooting
        Putting It All Together
        In Closing

     Chapter 8.  Tactical AI
        Tactical Thinking Explained
        Military Analysis: Influence Maps
        Representing Tactics
        In Closing

     Chapter 9.  Scripting
        Building a Scripting Language
        Embedded Languages
        Socket-Based Scripting
        In Closing

     Chapter 10.  Network Programming
        How the Internet Really Works
        The Programmer's Perspective: Sockets
        Clients
        A Simple TCP Server
        Multiclient Servers
        UDP Servers
        Preventing Socket Blocks
        Designing Client-Server Games
        Massively Multiplayer Games
        In Closing

     Chapter 11.  2D Game Programming
        On Older Hardware
        Data Structures for 2D Games
        Mapping Matrices
        2D Game Algorithms
        Special Effects
        In Closing

     Chapter 12.  3D Pipeline Overview
        A First Look
        Fundamental Data Types
        Geometry Formats
        A Generic Graphics Pipeline
        In Closing

     Chapter 13.  Indoors Rendering
        General Analysis
        Occluder-Based Algorithms
        Binary Space Partition Algorithms
        Portal Rendering
        Hierarchical Occlusion Maps
        Hybrid Approaches
        Hardware-Assisted Occlusion Tests
        In Closing

     Chapter 14.  Outdoors Algorithms
        Overview
        Data Structures for Outdoors Rendering
        Geomipmapping
        ROAM
        Chunked LODs
        A GPU-Centric Approach
        Outdoors Scene Graphs
        In Closing

     Chapter 15.  Character Animation
        Analysis
        Explicit Versus Implicit Methods
        Explicit Animation Techniques
        Implicit Animation Overview
        Prop Handling
        A Note on Vehicles
        Limb Slicing
        Facial Animation
        Inverse Kinematics
        Blending Forward and Inverse Kinematics
        In Closing

     Chapter 16.  Cinematography
        First-Person Shooters
        Handling Inertia
        Flight Simulators and Quaternions
        Third-Person Cameras
        Cinematic Cameras: Camera Styles
        Cinematic Cameras: Placement Algorithms
        Agent-Based Approaches
        In Closing

     Chapter 17.  Shading
        Real-World Illumination
        Light Mapping
        The BRDF
        Nonphotorealistic Rendering
        In Closing

     Chapter 18.  Texture Mapping
        Types of Textures
        Tiling and Decals
        Filtering
        Mipmapping
        Texture Optimization
        Multipass Techniques
        Multitexture
        Texture Arithmetic and Combination
        Detail Textures
        Environment Mapping
        Bump Mapping
        Gloss Mapping
        In Closing

     Chapter 19.  Particle Systems
        Anatomy of a Particle System
        The Particle Data Structure
        Some Notes on Architecture
        Speed-Up Techniques
        In Closing

     Chapter 20.  Organic Rendering
        Nature and Complexity
        Trees
        Grass
        Clouds
        Oceans
        In Closing

     Chapter 21.  Procedural Techniques
        Procedural Manifesto
        Renderman
        Real-Time Shading Languages
        Types of Shaders
        Texture Mapping
        Particle Systems
        Animation
        Special Effects
        In Closing

     Chapter 22.  Geometrical Algorithms
        Point Inclusion Tests
        Ray Intersection Tests
        Moving Tests
        Point Versus Triangle Set Collision (BSP-Based)
        Mesh Versus Mesh (Sweep and Prune Approach)
        Computing a Convex Hull
        Triangle Reduction
        In Closing

     Appendix A.  Performance Tuning
        Analysis Techniques
        Analysis Tools
        General Optimization Techniques
        Application
        Efficient Data Transfer
        Tuning the Geometry Pipeline
        Tuning the Rasterizer Stage
        Other Optimization Tools
        In Closing

     Appendix B.  OpenGL
        Philosophy
        Basic Syntax
        Immediate Mode Rendering
        Transformations
        Camera Model
        Lighting
        Texturing
        Working in RGBA Mode
        Display Lists
        Vertex Arrays
        OpenGL Extensions
        Efficiency Considerations
        Geometric Representation
        In Closing

     Appendix C.  Direct3D
        History
        Booting Direct3D
        Handling Geometry
        Indexed Primitives
        User Pointer Primitives
        Efficient Geometry Delivery
        Flexible Vertex Formats
        Matrices, Cameras, and Transforms
        Working with Texture Maps
        Lighting
        Render States
        The Extension Library
        Animation Helpers
        In Closing

     Appendix D.  Some Math Involved
        Distances
        Trigonometry
        Vector Math
        Matrices

     Appendix E.  Further Reading
     Index
[ Team LiB ]   

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发表于 2012-9-14 11:16:00 | 显示全部楼层

Re:游戏服务端客户端架构问题....

只要不涉及游戏平衡不怕被改的逻辑 尽量放客户端 减少服务器压力
服务器要做的就是验证客户端行为的合法性 所有客户端发送过来的消息都要验证是否能够被执行
这个就是基本的逻辑的设计.
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